Yeah, they'll get a message ingame saying something along the lines of :
"Bonuses are now available!
Password for the artworks: ......."
En réalité Nintendo s'attaque surtout aux gros fangames qui réutilisent du matériel officiel ou qui rentre en "compétition" avec eux. Un an à peine après qu'AM2R se soit fait striker, on a eu l'annonce et la sortie du remake officiel de Metroid 2 sur 3DS, donc c'est plus le fait qu'il y ait un remake officiel qui arrivait qui les a fait tiquer.
Pareil pour Mario 64 PC qui réutilisait, si je dis pas de connerie, du code propriétaire du jeu existant.
Mais bon, il reste une tonne de fangame de toutes les franchises Nintendo (à part ptet Pokémon parce que la Pokémon Company est plus chiante) qui n'ont jamais été inquiétés ;) Après ça reste dommage de pas encourager les fans à exprimer leur amour pour tes séries, mais bon ^^
The Artwork.zip folder is various artworks made for the game (which make for some great wallpapers!) but is just a bonus you get access to once you complete the game. But it's not in the game per se, you just get a code to dezip the archive file, so it won't break the game to remove it.
The World1.wmp file is 3 ko so I guess it's not the heaviest thing :D It is not mandatory for the main game, but it is mandatory for the bonus 2016 prototype you unlock by completing the game as well. So removing it would break a bonus part of the game, but I gotta say it's not the most interesting part of it and is just a incomplete messy prototype with probably some game breaking glitches left in i!
OK, I guess the issue is probably that whenever the game starts a stage, it checks the first file that matches the name of the stage. On Windows, it is sorted by default in rising order, so it loads the "mont_saturne_00.lvl" file first. But maybe on your handheld it is sorted differently, and "mont_saturne_04.lvl" is the first file it sees!
I guess I can change that to check for a "*_00.lvl" file, or at least check "00" first, "01" if not found, etc.
I'll keep you updated, I don't have a lot of free time these days but it shouldn't be too long to try this fix and send it to you.
Oh wow, that's an interesting issue. Do you have the same behavior when running the game on Windows?
What's strange is that it's supposed to load stages as text files in the "Level" folder, and, well, in the correct order, starting with "mont_saturne_00.lvl" (and if I remember correctly, the game always check if there's a *_00 file to start). However this seems to start on "mont_saturne_04.lvl".
I am thinking though the spawning point in this *_04 part is kinda wrong, as it should be closer to the door!
A fun little game! I liked the dialogs and the art was really nice too. I managed to get 4 endings before running into a softlock: somehow I had cleared all the shelves and I didn't find the right book!
I suspect it might have been overuled by the librarian catching me wrecking havoc and telling me to stop?
Otherwise no issue, I just wish there was a way to pass dialogs already seen since we are replaying a lot of the same sequences, in the same way we don't see the initial dialog over and over again. Other than that, great job, hope you had a good time making the game!
Now that's something that I would have played on my good old TI-82! Really nice byte-sized Castlevania, works very well despite the limited palette and screen size!
I am a bit lost though (in that aspect, it is a very CV2 experience), I bought the white crystal, fought my way through a forest and arrived at another town... Is there a guide somewhere on the path to follow? ^^
Really a fun idea that works well in these small puzzles! I played to Stage 6 and died a looooot on my way there ^^
I'd say the hitbox of our character and of the enemies is a bit hard to read sometimes (I lost count of how many times I felt like I could jump above that fire enemy in Stage 2 ^^) but I really dig what's there. I also enjoy the fact that loosing all our lives doesn't send us back to the beginning of the world as it would be quite painful!
I'll be following the development with care, congrats!
(are you on any social networks so that I can follow you there if you happen to post about your games?)
Wow! <3
I expected a "simple" action-platformer by the looks of the area where you wake up... Only to find out there's a whole RPG in this demo!
The pixel art is fantastic, the OST is great and there seem to be so much to discover in this universe.
This is one of these demo where I don't want to play for too long because I want to keep some stuff for the full game down the line (made it to Junktown, talked to some people at the bar and already some side quests are available). This is super impressive as it feels larger than any classic GB game has any right to be, and I will gladly follow the development of it!
Hello, congrats on the demo! I haven't finished it (I played around 15/20 minutes) and I think your demo is quite solid! In particular the environment art is spectacular, I arrived at the jungle area and it looks really nice.
A couple of notes I have in my time with the demo for now:
I'll continue playing in the coming days and let you know my opinion at the end of the demo, but I think this is quite a fun game (if a little too "Metroidy") that is nice to play. Congrats, I'll follow the development!
Yip yip yip!
A fun little game, impressively made in just two weeks! I was stuck at multiple points, mostly because I never think to use the right click on stuff (and especially not on my items) but it was really fun.
Great work on the graphics that look super good. That walking animation is cartoonish in all its glory! Congrats and can't wait to see more of the Yip Quest universe!
Thanks! To be fair, I wouldn't recommend anyone to program this the way I did there, it is incredibly not optimized (basically simulating one raster, aka one horizontal line of the screen, as one object in GM) but I used Lou's Pseudo 3d tutorial as a base for it (tweaking it slightly to achieve the results I wanted in the end) : http://www.extentofthejam.com/pseudo/
I actually changed it a bit for a future project in the works, not a racing game but still using the effects in some places! :)
Finally took the time to play your game! It was a fun classic point and click adventure, with lovely sprites and funny dialogs!
I did get stuck a little until I remembered right-clicking made our characters describe what the cursor is pointing out, which helped me solve some riddles ^^
The ending was good fun as well! The only thing I would add to the game is an official walkthrough to get unstuck should the player need it :)
The audio was really cool as well. Can't wait to see your future projects and would love to see you plan out a larger adventure someday!
Hello, I have encountered a soft-lock glitch in the mansion.
There is a part where you need to start 4 generators to power-up an elevator. In the room of the 4th one, there is a huge block that can push you down a hole that sends you back to the first floor.
I happened to get caught by this enemy after throwing a bomb on screen, bomb that was not taken by the block (it was further to the right, next to those ghost-like enemies). As a result, I fell back to the first floor, but since I had thrown a bomb, I couldn't use the Bomb spell any longer!
I tried quitting the game and relaunching my file, but I still couldn't use the spell. I managed to reset the variable by going into the save files and setting the "bombs_wait" variable back to 0, but I guess the situation could happen if you exit a room while a bomb is still active on screen?
Anyway, I wouldn't recommend saving the "bombs_wait" to the save file as I do not really see any case where it would be helpful to save the fact that the player just threw a bomb :)
There also were a few instances where the spawn location after using a ladder to get to the underground part of the castle weren't the right one: the first time I exited the place I returned to the room with the clock, and at one point using the ladder from the top-floor made me appear at the wrong ladder in the underground. Nothing ground breaking, but just to let you know!
I just wrote a review but wanted to leave a comment as well so that anyone could see it!
Psycutlery is a fantastic game and a must-play for any platformer lover. It is constantly coming up with fresh ideas that are expanded over the courses of multiple stages, and is a joy to play.
I spent more than 12 hours to 100% the game, but it turns out there is then an alternate route to replay all of it! All for the price of... free! Oh, and the music is awesome as well.
One last comment to Luke as an answer to the credits: I think anyone who had played your previous works already knew it, but Psycutlery is the definitive proof you needed to know that yes, indeed, you know how to make a terrific game. Keep up the good work, I loved this one, congrats!
Hello, thanks for your comment! I am really proud of how the pixel art looks even if it is inspired of existing resources (I took a lot of inspiration from F-Zero GP Legend vehicles for their sprites and GX character art for the headshots for instance) as I tried to replicate what would a F-Zero game on the GBC look like if it came out around 99/2000, hence the very F-Zero X inspired HUD.
As for the source code, I was thinking about that topic not too long ago actually ^^ I think I'll come back to it in the "near" future (if possible in a year or so to add some content) and I'll probably release the code then for people to see how poorly optimized this game is :D
Very nice game you made! How long did it take you? The graphics are really nice and I am surprised to see GB Studio pushed outside of its confort zone :)
These highscores are tough to beat thought! :D How do you get up to 666 in the platformer? ^^
My only "complain" would be how the rocks in the space game tend to damage you even when they are far away, so it often get quite messy if you happen to be at the wrong place at the wrong time. Otherwise congrats, cause there are a lot of well-executed ideas and I'd love to see them more polished! :)
Nice project! I tried the web version and unfortunately ran into a couple of glitches (my character flew out of the screen after the briefing of mission 2, and once I got seen by guards there they would stay in alert once restarting the stage)
But the idea is quite nice, and I know jam games are tough to iron out totally. Looks great and have a lot of promises for sure for a GBC game!